#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (location = 0) in vec3 inPos;
layout (location = 2) in vec3 inColor;

layout (binding = 0) uniform UBO 
{
    mat4 projection;
    mat4 model;
    float gradientPos;
} ubo;

layout (location = 0) out vec3 outColor;
layout (location = 1) out vec2 outUV;

out gl_PerVertex
{
    vec4 gl_Position;
};

void main() 
{
    outColor = inColor;
    outUV = vec2(ubo.gradientPos, 0.0f);
    gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
}
